// Based on railing.dmi from https://github.com/Endless-Horizon/CEV-Eris /obj/structure/railing name = "railing" desc = "A standard steel railing. Play stupid games, win stupid prizes." icon = 'icons/obj/railing.dmi' density = 1 throwpass = 1 climbable = 1 layer = WINDOW_LAYER anchored = 1 flags = ON_BORDER icon_state = "railing0" var/broken = FALSE var/health = 70 var/maxhealth = 70 var/check = 0 /obj/structure/railing/New(loc, constructed = 0) ..() // TODO - "constructed" is not passed to us. We need to find a way to do this safely. if (constructed) // player-constructed railings anchored = 0 if(climbable) verbs += /obj/structure/proc/climb_on /obj/structure/railing/initialize() . = ..() if(src.anchored) update_icon(0) /obj/structure/railing/Destroy() var/turf/location = loc . = ..() for(var/obj/structure/railing/R in orange(location, 1)) R.update_icon() /obj/structure/railing/CanPass(atom/movable/mover, turf/target, height=0, air_group=0) if(!mover) return 1 if(istype(mover) && mover.checkpass(PASSTABLE)) return 1 if(get_dir(loc, target) == dir) return !density else return 1 /obj/structure/railing/examine(mob/user) . = ..() if(health < maxhealth) switch(health / maxhealth) if(0.0 to 0.5) to_chat(user, "It looks severely damaged!") if(0.25 to 0.5) to_chat(user, "It looks damaged!") if(0.5 to 1.0) to_chat(user, "It has a few scrapes and dents.") /obj/structure/railing/proc/take_damage(amount) health -= amount if(health <= 0) visible_message("\The [src] breaks down!") playsound(loc, 'sound/effects/grillehit.ogg', 50, 1) new /obj/item/stack/rods(get_turf(src)) qdel(src) /obj/structure/railing/proc/NeighborsCheck(var/UpdateNeighbors = 1) check = 0 //if (!anchored) return var/Rturn = turn(src.dir, -90) var/Lturn = turn(src.dir, 90) for(var/obj/structure/railing/R in src.loc) if ((R.dir == Lturn) && R.anchored) check |= 32 if (UpdateNeighbors) R.update_icon(0) if ((R.dir == Rturn) && R.anchored) check |= 2 if (UpdateNeighbors) R.update_icon(0) for (var/obj/structure/railing/R in get_step(src, Lturn)) if ((R.dir == src.dir) && R.anchored) check |= 16 if (UpdateNeighbors) R.update_icon(0) for (var/obj/structure/railing/R in get_step(src, Rturn)) if ((R.dir == src.dir) && R.anchored) check |= 1 if (UpdateNeighbors) R.update_icon(0) for (var/obj/structure/railing/R in get_step(src, (Lturn + src.dir))) if ((R.dir == Rturn) && R.anchored) check |= 64 if (UpdateNeighbors) R.update_icon(0) for (var/obj/structure/railing/R in get_step(src, (Rturn + src.dir))) if ((R.dir == Lturn) && R.anchored) check |= 4 if (UpdateNeighbors) R.update_icon(0) /obj/structure/railing/update_icon(var/UpdateNeighgors = 1) NeighborsCheck(UpdateNeighgors) //layer = (dir == SOUTH) ? FLY_LAYER : initial(layer) // wtf does this even do overlays.Cut() if (!check || !anchored)//|| !anchored icon_state = "railing0" else icon_state = "railing1" if (check & 32) overlays += image ('icons/obj/railing.dmi', src, "corneroverlay") if ((check & 16) || !(check & 32) || (check & 64)) overlays += image ('icons/obj/railing.dmi', src, "frontoverlay_l") if (!(check & 2) || (check & 1) || (check & 4)) overlays += image ('icons/obj/railing.dmi', src, "frontoverlay_r") if(check & 4) switch (src.dir) if (NORTH) overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_x = 32) if (SOUTH) overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_x = -32) if (EAST) overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_y = -32) if (WEST) overlays += image ('icons/obj/railing.dmi', src, "mcorneroverlay", pixel_y = 32) /obj/structure/railing/verb/rotate() set name = "Rotate Railing Counter-Clockwise" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if (!can_touch(usr) || ismouse(usr)) return if(anchored) to_chat(usr, "It is fastened to the floor therefore you can't rotate it!") return 0 set_dir(turn(dir, 90)) update_icon() return /obj/structure/railing/verb/revrotate() set name = "Rotate Railing Clockwise" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if (!can_touch(usr) || ismouse(usr)) return if(anchored) to_chat(usr, "It is fastened to the floor therefore you can't rotate it!") return 0 set_dir(turn(dir, -90)) update_icon() return /obj/structure/railing/verb/flip() // This will help push railing to remote places, such as open space turfs set name = "Flip Railing" set category = "Object" set src in oview(1) if(usr.incapacitated()) return 0 if (!can_touch(usr) || ismouse(usr)) return if(anchored) to_chat(usr, "It is fastened to the floor therefore you can't flip it!") return 0 var/obj/occupied = neighbor_turf_impassable() if(occupied) to_chat(usr, "You can't flip \the [src] because there's \a [occupied] in the way.") return 0 src.loc = get_step(src, src.dir) set_dir(turn(dir, 180)) update_icon() return /obj/structure/railing/CheckExit(atom/movable/O as mob|obj, target as turf) if(istype(O) && O.checkpass(PASSTABLE)) return 1 if(get_dir(O.loc, target) == dir) return 0 return 1 /obj/structure/railing/attackby(obj/item/W as obj, mob/user as mob) // Dismantle if(istype(W, /obj/item/weapon/wrench) && !anchored) playsound(src.loc, W.usesound, 50, 1) if(do_after(user, 20, src)) user.visible_message("\The [user] dismantles \the [src].", "You dismantle \the [src].") new /obj/item/stack/material/steel(get_turf(usr), 2) qdel(src) return // Repair if(health < maxhealth && istype(W, /obj/item/weapon/weldingtool)) var/obj/item/weapon/weldingtool/F = W if(F.welding) playsound(src.loc, F.usesound, 50, 1) if(do_after(user, 20, src)) user.visible_message("\The [user] repairs some damage to \the [src].", "You repair some damage to \the [src].") health = min(health+(maxhealth/5), maxhealth) // 20% repair per application return // Install if(istype(W, /obj/item/weapon/screwdriver)) user.visible_message(anchored ? "\The [user] begins unscrewing \the [src]." : "\The [user] begins fasten \the [src]." ) playsound(loc, W.usesound, 75, 1) if(do_after(user, 10, src)) to_chat(user, (anchored ? "You have unfastened \the [src] from the floor." : "You have fastened \the [src] to the floor.")) anchored = !anchored update_icon() return // Handle harm intent grabbing/tabling. if(istype(W, /obj/item/weapon/grab) && get_dist(src,user)<2) var/obj/item/weapon/grab/G = W if (istype(G.affecting, /mob/living)) var/mob/living/M = G.affecting var/obj/occupied = turf_is_crowded() if(occupied) to_chat(user, "There's \a [occupied] in the way.") return if (G.state < 2) if(user.a_intent == I_HURT) if (prob(15)) M.Weaken(5) M.apply_damage(8,def_zone = "head") take_damage(8) visible_message("[G.assailant] slams [G.affecting]'s face against \the [src]!") playsound(loc, 'sound/effects/grillehit.ogg', 50, 1) else to_chat(user, "You need a better grip to do that!") return else if (get_turf(G.affecting) == get_turf(src)) G.affecting.forceMove(get_step(src, src.dir)) else G.affecting.forceMove(get_turf(src)) G.affecting.Weaken(5) visible_message("[G.assailant] throws [G.affecting] over \the [src]!") qdel(W) return else playsound(loc, 'sound/effects/grillehit.ogg', 50, 1) take_damage(W.force) user.setClickCooldown(user.get_attack_speed(W)) return ..() /obj/structure/railing/ex_act(severity) switch(severity) if(1.0) qdel(src) return if(2.0) qdel(src) return if(3.0) qdel(src) return else return // Duplicated from structures.dm, but its a bit different. /obj/structure/railing/do_climb(var/mob/living/user) if(!can_climb(user)) return usr.visible_message("[user] starts climbing onto \the [src]!") climbers |= user if(!do_after(user,(issmall(user) ? 20 : 34))) climbers -= user return if(!can_climb(user, post_climb_check=1)) climbers -= user return if(get_turf(user) == get_turf(src)) usr.forceMove(get_step(src, src.dir)) else usr.forceMove(get_turf(src)) usr.visible_message("[user] climbed over \the [src]!") if(!anchored) take_damage(maxhealth) // Fatboy climbers -= user /obj/structure/railing/can_climb(var/mob/living/user, post_climb_check=0) if(!..()) return 0 // Normal can_climb() handles climbing from adjacent turf onto our turf. But railings also allow climbing // from our turf onto an adjacent! If that is the case we need to do checks for that too... if(get_turf(user) == get_turf(src)) var/obj/occupied = neighbor_turf_impassable() if(occupied) to_chat(user, "You can't climb there, there's \a [occupied] in the way.") return 0 return 1 // TODO - This here might require some investigation /obj/structure/proc/neighbor_turf_impassable() var/turf/T = get_step(src, src.dir) if(!T || !istype(T)) return 0 if(T.density == 1) return T for(var/obj/O in T.contents) if(istype(O,/obj/structure)) var/obj/structure/S = O if(S.climbable) continue if(O && O.density && !(O.flags & ON_BORDER && !(turn(O.dir, 180) & dir))) return O